Legacy Magic

1/ Charm Person
2/ Alter Self
3/ Suggestion*
4/ Charm Monster
5/ ...
6/ Mass Suggestion*

* Suggestion must be lewd in nature.

-- N
 

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Depending on the mechanic, but serial immortality could be REALLY evil. If you're effectively taking over a body that was already inhabited, that'd be massive bad mojo.

Or, your soul could be used the next time one of you descendants gets pregnant. Not so bad then.
 

I like your suggestions a lot!

Here's what I've come up with so far....


Bloodline
Divination
Level: 2
Components: V S M
Casting Time: 1 hour
Range: Touch
Target, Effect, Area: One target
Duration: Instant
Saving Throw: Will negates
Spell Resistance: Yes

This spell determines a creature’s ancestry in one of three ways:
1. The caster sees a family tree for the target going back seven generations. Vague faces are seen along with a name for each face.
2. By mixing the blood of two creatures together, the caster can determine if they have a common relative within the last 1 to 7 generations.
3. Focusing on the target’s parents, the caster is able to gather 3 pertinent facts, including, but not limited to: Name, Profession, Place of birth, Place of death, Circumstances of separation from target, Feelings toward target, Romantic relationships, etc.
If this spells is heightened, it will go back as many as 14 generations, or will allow for 6 pertinent facts, but no more is possible.
Material Component: A drop of blood from the target must be mixed with aged powdered precious minerals (25 gp).The blood must be fresh, and the minerals must be at least as old as the target.

Span the Generations
Universal
Level: 8
Components: V S M DF XP
Casting Time: 1 day
Range: Touch
Target, Effect, Area: One target
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

This spell allows another spell to be cast not just upon one target, but upon all children the target has from that point onward, and the target’s children’s children, etc. While the spell requires a complex ritual requiring the better part of a day, the actual final step is to cast the chosen spell (normal casting time) upon the target. This effect can never be hastened or quickened. The chosen spell, if not already permanent, becomes permanent. Effectively, the target of the spell is not just the physical target before the caster, but all of the target’s existing and future heirs. Those spells which cannot be made permanent with permanency require the GM’s approval to be cast through span the generations. Some sample uses that a GM might approve include:
Level XP Cost Sample Spells Wording
0 -1 500 Endure Elements “I pray that all your children benefit from the same blessing I confer upon you, and they walk these desert lands with ease.”
2 1000 Blindness “May all your offspring suffer the same blindness that I now inflict upon you!”
3 1500 Hidden Heritage * “None shall ever realize the truth – that yours are of the exiled Tuathi nobility – and your children shall be raised as common fishermen.”
4 2000 Seditious Sterility * “Your children shall bear no children unless they intermarry with noble house Cathan”
5 2500 Mark of Justice “Should your line ever break our vow, may they be thrice cursed as their father will be”
6 3000 Loins of the Usurper * “Never again shall any male in your line yield an heir that does not belong to my loins!”
7 3500 Control Weather “The birth of ever Tuathi child shall be heralded by a brilliant sunset and a rose scented breeze.”
8 4000 Discern Location “I shall ever keep watch on your children, and your children’s children, always knowing where they are.
9 4500 Soul Bind “I will reap the soul of every first-born male in your family upon his death”
* Indicates new spell in the Legacy domain
Spells cast through span the generations are unaffected by dispel magic and remove curse, though they are subject to break enchantment, though this only affects the target, and their offspring will still be affected by span the generations.
Material Component: This spell requires blood or semen from the target, along with a token symbolizing the relationship between the caster and the target. Examples are a shield that was given to the caster by the target, or a bloodied rag that was used to bind a wound the target inflicted on the caster.



Descendant Rebirth
Transmutation
Level: 9
Components: V S M DF XP
Casting Time: 1 hour
Range: Touch
Target, Effect, Area: One target
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

This spell operates in one of two ways. After cast, the spell is in effect for a number of days equal to the caster’s character level; if the caster does not die within this time the spell ends (and the XP and components are lost to no gain). In both cases, when it is cast on a target, it continues to operate until there are no living descendants.
1. The target’s spirit enters a baby born into their family. This is not a malicious act. By bending divine laws, the caster ensures the target’s soul is the one to enter the baby upon its arrival in this world. The baby will grow to be the spitting image of the character. In fact, the baby has the same race and alignment. Past memories can be accessed with appropriate stimulus, allowing for faster than normal (up to +50% XP per adventure) development until the target’s previous character level is attained. Exactly how the rebirth plays out in the reborn character’s life is up to the GM.
2. The target’s spirit forces out the spirit, or subjugates the will, of a living descendant of approximately the same experience level as the target (-1d4 levels). This descendant is at least one age category younger than the target. Once so possessed, the descendant’s alignment and personality will rapidly change to match the target’s. In fact, on a successful opposed Will test, the target can gain access to their descendant’s memories. This malicious method typically has unwanted side effects and is derogatorily referred to as “serial immortality” by noble legacy mages.
The caster must sacrifice 1000 XP to fuel this spell.
Material Component: To fuel this spell, the caster needs to provide a golden cradle (1000 gp) and a mold of the target’s face which is filled with burning herbs. For variant #1 an appropriate holy symbol is in order. For variant #2 a clip of a living descendant’s hair (or hair of a romantic partner) is required.
 
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I would suggest a prestige class

As you make these lower level I'd force someone to take all of them or none. Why not make a prestige class, probably a non player character class, to flesh out the sort of chars that would have these spells. I'd suggest:

Bloodline Councellor - These mages work in the courts of powerful ruling families to help them stay firtile and combat the curses of their enemies.

or less flashy but more historic

Midwife\Nurse A witch\magician specializing in affairs of the heart and the body. (I think the book of erotic rpg probably has something like this.




s
 

Span the generation is a little underspecified.

The endure elements- is it permanent, or only for 24 hours? I presume permanent.

The hidden heritage: is this spell automatically cast on every future descendent when they are born? It's already permanent, but the flavor text suggest that it is a repeated conditional.

Discern Location: Discern Location is an instantaneous spell, not normally a candidate for being made permanent. I take it that the permanent version allows you track a creature indefinitely?

etc.

Some of the spells become conditional, others permanent, others have new effects, and so on. The wording needs to be tightened up.
 

IMC, a baby gains a soul when it first inhales -- its first "inspiration", if you will. Thus, if you inhabit a baby's body with your soul at the moment of its birth, you will not be displacing anyone else's soul -- so, not an [Evil] act.

(This is also why Pazuzu -- the Fiend of Evil Air -- is such a big deal IMC. ;) )

-- N
 

Oh, one more point about my campaign's "inspiration" mechanic: if a baby is born on another plane (like, say, the Abyss), its soul will be tainted / blessed by the fabric of that plane. The Celestial / Fiendish templates are thus accounted for. So, a spell that shielded your baby from planar fabric taint might be good.

-- N

PS: "Soften Planar Fabric"? "Planar Bounce"? ;)
 

Cheiromancer said:
Span the generation is a little underspecified.
The endure elements- is it permanent, or only for 24 hours? I presume permanent.

Yes, it is permanent - all the effects from the spell are permanent.

Cheiromancer said:
The hidden heritage: is this spell automatically cast on every future descendent when they are born? It's already permanent, but the flavor text suggest that it is a repeated conditional.

Yes, hidden heritage is "cast" upon each descendant when they're born without the caster's further involvement. I instead think of it as: The target of the spell is not just the physical target, but also all of the target's existing and future heirs. Thus, it is most dangerous when cast upon older members of a family.

Cheiromancer said:
Discern Location: Discern Location is an instantaneous spell, not normally a candidate for being made permanent. I take it that the permanent version allows you track a creature indefinitely?

Yes, this allows the caster to track the target and all children, grand children, great grandchildren, and so on indefinitely.

Cheiromancer said:
Some of the spells become conditional, others permanent, others have new effects, and so on. The wording needs to be tightened up.

Thanks! I was basing the spell off permanency, and now I realize just how vague the SRD write-up for that spell is. I will clear up the wording.
 
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Here are the 3 spells completing the Legacy domain: Fertility charm, faithful fertility, and seditious sterility...


Fertility Charm
Transmutation
Level: 1
Components: V, S, M, DF
Casting Time: 10 minutes
Range: Touch
Target/Area/Effect: Adult creature touched
Duration: 1 hour/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

For the duration of the spell, fertility charm allows any adult subject to father children (if male) or become pregnant (if female), regardless of physical condition or disease. Fertility charm will work on any creature capable of sexual reproduction be it humanoid, animal, or other. Note that impregnation is not guaranteed; the spell merely restores "normal" fertility for the duration of the spell.
Material Component: A small, anatomically correct carving representing the subject's race and gender.

Source: "Nyambe: African Adventures" by Atlas Games.

Faithful Fertility
Transmutation
Level: 4
Components: V S M DF
Casting Time: 10 minutes
Range: Close (25 ft +5 ft/level)
Target, Effect, Area: A couple
Duration: 1 week/level
Saving Throw: Will negates
Spell Resistance: Yes

This spell is cast on a romantic couple, and it prevents them from having children with anyone save each other. In addition, the spell overcomes all sterility in the couple, though only in regard to one another. This spell counters spells like seditious sterility and loins of the usurper, provided its caster wins an opposed caster level check. Faithful fertility ensures that a noble line is protected, and the risk of bastard children is be minimized. Originally, this spell was intended to protect women from rampaging barbarians who would rape them, but today it is more commonly used as a magical protective measure. Some nobles use faithful fertility as a way to enjoy dalliances on the side without fear of offspring. The effect can be dispelled with break enchantment. If seditious sterility or loins of the usurper are cast on a couple affected by this spell, the caster must win an opposed caster level check for the spell to be successful.
Material Component: A knot must be woven of hair belonging to both persons in the relationship. Flower garlands must be worn by all involved in the casting (targets and caster).

Seditious Sterility
Transmutation
Level: 4
Components: V S DF
Casting Time: 1 round
Range: Close (25 ft +5 ft/level)
Target, Effect, Area: One target/area
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

This spell prevents the target from conceiving children, unless a specific condition set forth by the caster is met. Typical conditions include conceiving a child by someone other than their spouse, releasing a captive relative of the caster, or the completion of a seemingly impossible task. The target is unable to have children with anyone, unless outlined in the condition. This spell is broken with a remove curse or break enchantment provided the caster is higher in level than the caster of the seditious sterility was when they cast the spell.
 

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